The new update notes have all of the new Job Abilities, Spells and Job Traits that are coming in the update, and there are a ton of them. Way more than I think anyone expected. Some are amazing, some are interesting, some look useless and some leave me wondering what the fuck SE was thinking. So basically it is a standard update from SE. :)
I am going to try to go over everything today, but there is so much that I don't know if that will be possible. If I don't make it to everything then I will finish it up tomorrow. Ok, lets get down to it.
If you need a reference to follow along you can see the update notes here.
Restraint (WAR Lv.77 Ability Delay: 10 min. Effect Duration: 5 min.)
Enhances your weapon skill power with each normal attack you land, but prevents you from dealing critical hits.
Interesting name for a Warrior JA. The real questions for this is how much bonus it gives to WS damage and what effect the prevention of critical hits has. If the critical hit prevention applies to weaponskills then that means that Raging Rush is out and King's Justice is in. This one might initially be hard to judge because you have to consider the critical hit damage lost on regular melee swings, and the stacking effect of the swings before you use a WS. Finally, do the stacks reset when you use a WS or do they stay for the entire 5 min. duration?
Perfect Counter (MNK Lv.79 Ability Delay: 1 min. Effect Duration: 30 sec.)
Allows you to counter the next attack directed at you.
Very interesting but does the utility over come the fact that you have hit a macro and get the job ability delay every minute? Two factors to consider: First, you can use this before a fight when you know you are going to get hit for a bit of a damage boost. Second, can this be used to counter mob WS?
Mana Wall (BLM Lv.76 Ability Delay: 10 min. Effect Duration: 5 min.)
Allows you to take damage with MP.
Earlier today this mistakenly had the duration listed as 5 sec. but it has already been corrected to the appropriate 5 min duration. I know that some people probably have have mixed feelings about this bit I am convinced that this is a benefit to all BLM. The ability to take damage on BLM is very important, this can already be seen in the general adoption of the "standing" set with the goal of decreasing any potential incoming damage. It basically gives a BLM a second HP pool every 10 minutes for 5 minutes. I suspect that Tarus are going to to love this ability while Elvaan and Galka aren't going to care for it. Tarus have the MP to waste to save themselves, and Elvaan and Galka don't worry about HP as much but don't want to waste their precious MP.
Despoil (THF Lv.77 Ability delay: 5 min.)
Steals items from an enemy while inflicting a status ailment upon it.
Honestly, I have no clue how this is going to work. It sounds a lot like a reverse aura steal, but it gives a status ailment instead of stealing a buff. Where does this status ailment come from? Is it random? Given from the debuffs the THF already has on them? The best thing about this is that it is it's own ability and isn't just stacked on every steal like Aura Steal.
Divine Emblem (PLD Lv.78 Ability Delay: 10 min. Effect Duration: 1 min.)
Enhances the accuracy of your next divine magic spell and increases enmity.
Seriously, fuck PLD! LOL. I don't really hate PLD at all but they got good stuff and NIN gets nothing. I can't say that this is an amazing JA or anything but it is just one more boost to PLD enmity at the beginning of a fight or more importantly right after the PLD loses hate. With the number of hate resets and crazy nuking taru BLM, this is going to be a life-saver.
Nether Void (DRK Lv.78 Ability Delay: 5 min. Effect Duration: 1 min.)
Increases the absorption of your next dark magic spell.
LOL DRK. This is one of those JA's that we will have to see how much it adds before we judge it. Or I could just judge it now. :) Unless this modifies Drain 2, this it will probably be marginal. I suppose if Absorb-TP or Absorb-STR get a huge boost then it could be good but it will just add more time spent not swinging and thus not doing damage.
Double Shot (RNG Lv.79 Ability Delay: 3 min. Effect Duration: 90 sec.)
Occasionally uses two units of ammunition to deal double damage.
SE is paying RNG back for all those months of suffering after they nerfed it into the ground. It is almost like a double attack trait for RNG, which should work with my new OAT bow, but it won't give extra TP. The rpoblem it that RNG doesn't really need more damage right now, it need more enmity mitigation. I am not saying that I won't take it, but it just means that /DRG is now completely mandatory. There is no other option.
Sengikori (SAM Lv.77 Ability Delay: 3 min. Effect Duration: 1 min.)
Grants a bonus to skillchains and magic bursts initiated by your next weapon skill.
Skillchains may be a thing of the past but their are times when a SAM is either self-skillchaining with Sekkanoki or really are trying to make a skillchain with someone else. It is just more damage for SAM, and more e-peen for BLM at Fafnir. the recast on it is lower than Sekkanoki, so their might need to be some coordination if you want to use them together multiple times in a fight.
Futae (NIN Lv.77 Ability Delay: 3 min. Effect Duration: 1 min.)
Grants a bonus to your next elemental ninjutsu by expending two ninja tools.
SE hates NIN. There is no other explanation. Unless this turns elemental ninjutsu into a fully merited and geared BLM tier 4 nuke then no one is ever going to use this. NIN has to get another tier of DW in this update at the very least, or it is just going to fade into history.
Spirit Jump (DRG Lv.77 Ability Delay: 90 sec.)
Delivers a short jumping attack on a targeted enemy which suppresses enmity. Effect enhanced when wyvern is present.
My only question with this is if it does damage and if it does, how much does it do? It does say it is an attack so it almost definitely does damage. It is anotehr boost to DRG TP generation, something that they are not really lacking to begin with.
Blood Pact: Rage "Holy Mist" (SMN Lv.76)
Deals light elemental damage to an enemy.
Blood Pact: Rage "Lunar Bay" (SMN Lv.78)
Deals darkness damage to an enemy.
Blood Pact: Rage "Night Terror" (SMN Lv.80)
Deals darkness damage to an enemy. Looks like they are offensive blood pacts for Carby, Fenrir and Diabolos respectively. We can't know how good they are until they are tested.
Bolter's Roll (COR Lv.76)
Increases movement speed for party members within area of effect.
A mazurka roll for COR. Pretty simple.
Caster's Roll (COR Lv.79)
Enhances "Fast Cast" effect for party members within area of effect.
Fast Cast is nice but I can't see many places this would be useful for "casters" that might benefit from it because there are other more powerful rolls for them. The place this would be more useful is for tanks which can benefit from the decreased cast time as well as the decreased recast time on their spells.
Tactical Switch (PUP Lv.79 Ability Delay: 3 min.)
Swaps TP of master and automaton.
Who cares? Really. I don't even know if it is better for the PUP or the Automaton to have more TP.
Presto (DNC Lv.77 Ability Delay: 15 sec. Effect Duration: 30 sec.)
Enhances the effect of your next step and grants you an additional finishing move.
Super low delay and recast, this might help DNC to truly enfeeble end-game mobs. More finishing moves are never bad either because more finishing moves means at least more TP back with Reverse Flourish.
Divine Waltz II (DNC Lv.78 Ability Delay: 20 sec.)
Restores the HP of all party members within a small radius.
A bigger Curaga for DNC. It will probably be pretty weak but cost a ton of TP. Just like all Curaga style cures.
Climactic Flourish (DNC Lv.80 Ability Delay: 90 sec.)
Allows you to deal critical hits. Requires at least one finishing move.
The description of this finisher makes it sound like DNC can't crit without it. My guess is that it will guarantee a crit on the next hit kind of like Sneak Attack, but it won't guarantee that the hit will actually land. Just my guess.
Libra (SCH Lv.76 Ability Delay: 1 min.)
Examines the target's enmity level.
Might as well just call this Kaeko's Spell. Hopefully, it will be pretty accurate, but we have managed to live without any kind of enmity instruction for 8 years, this is not going to be a make or break ability now. If it just tells you the mob's target then you could just get the same information by just using /assist.
And that is everything that we are getting in the form of JA's for this update. Tomorrow we will go over everything else, including new Job Traits, spells, and BST jugs.
Thursday, June 17, 2010
Feast and Famine - The New Job Abilities.
Posted by
Ringthree
at
5:35 PM
Labels:
Job Abilities,
Job Adjustments,
June 2010 Update,
Ringthree
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6 comments:
the fast cast for corsairs is amazing, probably one of the best abilities/spells this update.
The corsair of today can only give tanks refresh and a really shitty mag def down, now we can do refresh and fast cast. Putting corsairs in tank party becomes almost a must (depending on the fast cast), instead of us sitting in blm pts causing nukes to do 40 more damage.
I think Mana Wall is going to be the new funny thing in screenshots.
Spike Flail! Everyone dies! ...Except the BLM party who are the new "guy who had three Utsus shadows up at the time."
Oh, and the PUP thing is pretty cool. Automatons don't WS as soon as they get 100% TP usually, so hit Retrieve -> Dragon Kick -> Swap TP w/ Auto -> Stringing Pummel -> Light! Boom!
PUPs everywhere will enjoy it soloing EP mobs and in Campaign. :-P
It's so obvious which jobs you play and which you don't from reading this.
It's not like I really hide what jobs I play and what jobs I don't.
Sure an amazing ja may be a possibility
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